Guild Leveling - Guild Perks List
Guild Talents were removed a while back and replaced with Guild Perks.

Reminder from the Cataclysm Press Tour
There are 25 guild levels and each level will automatically reward with an extra perk. The leveling process remains unchanged and your guild will gain experience through PvP, Dungeon and Raid progression, questing, etc ...

Guild currency has also been removed and rewards will just be "unlocked" after you reach a specific level or complete a guild achievement. Once a reward is unlocked, members will be able to purchase it with gold. Some of the rewards include guild tabards, mounts, heirlooms, and it looks like you will finally be able to have a guild tabard on your mount. (Just like the Argent Tournament banners)

New members of a guild won't be able to buy everything directly, they will have to contribute to the progression of the guild before they can access the top rewards. Each time a player helps towards the leveling he will gain reputation with the guild, the best rewards will require players to be exalted with their guild before they can buy it.

Ten percent extra money isn't "nothing". Fifteen percent extra gathering materials (!) isn't "nothing". Ten percent extra experience, ten percent extra extra reputation, a doubled duration on powerful buffs and double the amount of flasks isn't "nothing" at all. If you seriously think that these aren't massive buffs that screw over people just like heirlooms do, go try leveling a character right now 1-80 with NO heirlooms at all.

No, no, no, no, no.
NONE of these things will effect you in combat. The reason those heirloom gears are good ISN'T the xp boost, it's the DPS and HP boost! It's because the arcanite reaper heirloom can 1-shot anything it touches at lower levels! And have you tried to find trinkets / shoulders at low level? The xp bonus is just an added luxury. Yes, you can still level fast without the xp bonus bits.

The flask thing only relates to cauldrons. For those that missed them, in TBC there are/were certain cauldrons that your WHOLE RAID could get resistance pots from, like how health stones work. But the cauldrons aren't free, far from it - they're fairly expensive. That's right - these aren't "single player" buffs, they're EXPENSIVE raid buffs. In other words, flasks from the guild bank. Working for 2 hours. Like flasks on alchemists.

This isn't game breaking stuff. These are pretty minor gains. The only strangely high up one is the extra mining / herbing one. But even then, i've not done herbing for ages, that's what AH is for.

To all those saying these are "mostly cosmetic things", have you ever played this game? These are HUGE buffs. If you are not in a maxed-out guild you will lose.

Oh, and btw: extra gold == extra gear.

Mostly. Cosmetic.
You can pretty much split the list into 2 sections - leveling / rep gains, and raid tools.

Anything which is rep-based, xp-based, or run-speed-outside-pvp based, is going to be almost useless after you've reached max level and got some gear from questing. These are ALL LOW LEVEL, so even your small alts guild will get these quickly.

The raid tools are things like extended fish feasts / flasks, cheaper repairs, extra durability, mass resurrect, etc. These are all late on. These will make a raid go a bit smoother, but WON'T EFFECT YOUR RAID'S ABILITY TO KILL A BOSS. Simple as that.

I really like the guild perks as currently presented. They are fun and will not be game changers for end-game content, so players don't feel pressured to become a part of a guild so they can feel like they are performing at their best. It has reasonable restrictions in place so 10-man raiders do not feel pressured to recruit for & run 25-man content.

I see my guild loving this just for the fact that the perks are, in a way, achievements AND very helpful for alts. (Many of the players in my guild, including myself, are achievement w****s. And serious altoholics. *nervous laugh* )

Stonecore: Surprisingly, I found myself actually disliking the mechanics I saw in the videos. I normally either like something or don't mind it. The fights for the first few bosses seem very re-hashed, and that the only one which could require true concentration is the priestess battle - mostly because it would be a slight game to see how many adds the party could gib using the boss' own ability.

The only thing I don't like about these guild perks is that the "Honorable Mention" and "Everyone's A Hero" are gained at different ranks, though Im quite sure that it will be possible to pick which one of them you want for your guild. Obviously serious raiding guilds would like to gain more Heroism points as fast as possible whereas PvP oriented guilds would most likely need the Honor points more.

Increases the quantity of materials gained from Mining, Skinning, Herbalism, and Disenchanting by 15%.

How would this work?! I mean, how can you gain 15% extra on 1 ore? or 2 flowers? or 1 skin? ._O Anyone care to explain? im stumped. Should it be possible "Gives the player a chance to gain an additional resource gained from Mining, Skinning, Herbalism, and Disenchanting by 15%."?

Easy.
You have 33% chance to have one herb, 33 % chance to have 2 herbs and 33% to have 3 herbs.
After the bonus that you could have 18% to have 1 herb, 41 % to have 2 herbs, 41% to have 3.

It wasn't the crying that got the content nerfed. Nice try on blaming the majority based on the vocal minority, though. The reason the bosses in LK die so fast now is because of how outrageously the average group outgears the content. When LK first came out, very few bosses went down in less than two minutes (though I'm sure there will be plenty of epeeners that want to claim otherwise). The majority of the content that was nerfed doesn't even directly relate to the bosses themselves, but rather the trash leading up to them (i.e. less trash, easier to kill, etc.).

WOLTK Heroics were never, ever, hard. I was playing back then. Sad thing, Naxx was even easier than most heroics (outside of Saphiron/KT) and you could jump into heroics AND Naxx with BT/Sunwell gear and clear them easily. The only moderatly hard part were the achievemnts to obtain the red proto-drake, but a few weeks into naxx, they were already a lot easier in Ilvl 213 gear, and some of them were already nerfed.

Amazing. I wonder if the mass rez really has the unlimted range. Meaning If a guildy of mine died while leveling and didn't want to run back to his corpse if he could simply invite me to group and have me mass Rez him... Hm..

Keep in mind that, typically rezzing someone puts them where the person rezzing them is located. :P

---------- Post added 2010-07-19 at 09:18 PM ----------

Originally Posted by greyghost

Well, I can easily see them at some point in the future making Guild Housing a possible reward from the guild leveling/perks system. Looking good -- the Bountiful Bags perk is exceptionally interesting. Imagine harvesting those Pure Saronite veins in Ulduar with that perk.... 8)

This would definitely make me a happy panda. I've been talking about wanting Guild Houses foreeeeever. Would be cool to be able to have spots for all those random knick-knacks we get, too... like slots for them or something to decorate said houses. :P